Before with 4.8.3 I used to simply upload files to a folder in my website and the game just load and run well.
Now with 4.9.0 the same approach doesn’t work anymore.
A readme.txt file says something that is like Japanese for me. I tried to find that .htaccess file on my hosting (Hostgator), then edit it, but I have not idea how to “edit the directory name accordingly”, the only thing I achieved editing the .htaccess was to break my whole website!
How to deploy on Apache
------------------------
Add the following in .conf or .htaccess file. ( edit the directory name accordingly )
<Directory "${SRVROOT}/htdocs">
AddEncoding gzip gz
</Directory>
The changes that were made with HTML5 seem to have caused an issue with uploading to remote servers due to the gzip. There is a bug already entered into which is referenced as: UE-20600. I have submitted additional information to be provided on this issue. We will provide this information once it’s available.
Perhaps you can run gzip -d on each of the .gz files, and serve them without the .gz extension (although you’ll have to change all references to those files, which may be hard.)
Another option is to read up on .htaccess files. What that directive is supposed to say is that “when a file name ends in .gz, tell the server and browser that it is gzip encoded/compressed.”
There are a few ways to achieve this in Apache.
If the directory is called “MyUnrealGame” and your server home directory is “/home/myuser/www.example.com” then the directive could look like this:
This is not option to disable the compression…yet, it’ll happen soon I imagine.
However, jwatte is right. You can run gzip -d (or uncompress with 7zip or something) on the .gz files and change any references to .gz in the .html file. There aren’t that many you’ll need to change (around 5) so that’s a possible work around.
Otherwise you’ll need to read up on how your hosting company enables static compression.
I am glad that you’ve been able to find a solution that works around the problem we’re experiencing. Please let us know if you run into any further complications.
Did you make any changes to your project that would overwrite any of the settings you modified to get your project to work previously? When I run your project on Chrome, I see an error stating:
appError called:
Assertion failed: Assertion failed: [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.10\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp] [Line: 4225]
Bad name index -1426063360/186
And when I am running your project in , I get the following large error:
Error: WebGL: drawElements: Drawing to a destination rect smaller than the viewport rect. (This warning will only be given once) 9b8f2897-5d11-49e1-9029-a0060c691243:1:268926
uncaught exception: abort() at jsStackTrace@blob:http://web.denysalmaral.com/9b8f2897-5d11-49e1-9029-a0060c691243:1:20996
stackTrace@blob:http://web.denysalmaral.com/9b8f2897-5d11-49e1-9029-a0060c691243:1:21179
abort@blob:http://web.denysalmaral.com/9b8f2897-5d11-49e1-9029-a0060c691243:57:70859
_abort@blob:http://web.denysalmaral.com/9b8f2897-5d11-49e1-9029-a0060c691243:1:229614
spW@blob:http://web.denysalmaral.com/9b8f2897-5d11-49e1-9029-a0060c691243:50:341299
Fca@blob:http://web.denysalmaral.com/9b8f2897-5d11-49e1-9029-a0060c691243:31:978098
Gca@blob:http://web.denysalmaral.com/9b8f2897-5d11-49e1-9029-a0060c691243:31:978360
hia@blob:http://web.denysalmaral.com/9b8f2897-5d11-49e1-9029-a0060c691243:31:1010924
FC@blob:http://web.denysalmaral.com/9b8f2897-5d11-49e1-9029-a0060c691243:31:207346
Ot@blob:http://web.denysalmaral.com/9b8f2897-5d11-49e1-9029-a0060c691243:31:69821
Pt@blob:http://web.denysalmaral.com/9b8f2897-5d11-49e1-9029-a0060c691243:31:69925
Yq@blob:http://web.denysalmaral.co <unknown>
warning: a problem occurred in builtin C++ name demangling; build with -s DEMANGLE_SUPPORT=1 to link in libcxxabi demangling
Did the size of your project change, or the canvas? That seems to be what the error I am seeing is linking back to.
If you went through the suggestions provided within this question and they did not resolve the issue you originally ran in to, it would be best for you to create a new AnswerHub thread. Please make sure that you include the code, and any errors you’re running in to. Be as thorough as possible when creating it.